104 lines
3.4 KiB
GLSL
Executable File
104 lines
3.4 KiB
GLSL
Executable File
#line 2
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/*
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* Copyright (c) 2023 lax1dude. All Rights Reserved.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
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* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*
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*/
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in vec3 a_position3f;
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#if defined(COMPILE_ENABLE_ALPHA_TEST) && defined(COMPILE_ENABLE_TEXTURE2D)
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#define DO_SHADOW_ALPHA_TEST
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#endif
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#ifdef DO_SHADOW_ALPHA_TEST
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#ifdef COMPILE_TEXTURE_ATTRIB
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in vec2 a_texture2f;
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out vec2 v_texture2f;
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uniform mat4 u_textureMat4f01;
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#endif
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#endif
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uniform mat4 u_modelviewProjMat4f;
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#ifdef COMPILE_STATE_WAVING_BLOCKS
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#ifdef COMPILE_NORMAL_ATTRIB
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in vec4 a_normal4f;
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#else
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uniform float u_blockConstant1f;
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#endif
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#ifdef COMPILE_ENABLE_LIGHTMAP
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#ifdef COMPILE_LIGHTMAP_ATTRIB
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in vec2 a_lightmap2f;
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uniform mat4 u_textureMat4f02;
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#else
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uniform vec2 u_textureCoords02;
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#endif
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#endif
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uniform mat4 u_modelMatrix4f;
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uniform mat4 u_viewMatrix4f;
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uniform vec3 u_wavingBlockOffset3f;
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uniform vec4 u_wavingBlockParam4f;
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#define DO_COMPILE_STATE_WAVING_BLOCKS
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#define FAKE_SIN(valueIn, valueOut)\
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valueOut = abs(1.0 - fract(valueIn * 0.159155) * 2.0);\
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valueOut = valueOut * valueOut * (3.0 - 2.0 * valueOut) * 2.0 - 1.0;
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#define LIB_INCLUDE_WAVING_BLOCKS_FUNCTION
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#endif
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#EAGLER INCLUDE (2) "eagler:glsl/deferred/lib/waving_blocks.glsl"
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#define TEX_MAT3(mat4In) mat3(mat4In[0].xyw,mat4In[1].xyw,mat4In[3].xyw)
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void main() {
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#ifdef DO_SHADOW_ALPHA_TEST
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#ifdef COMPILE_TEXTURE_ATTRIB
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vec3 v_textureTmp3f = TEX_MAT3(u_textureMat4f01) * vec3(a_texture2f, 1.0);
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v_texture2f = v_textureTmp3f.xy / v_textureTmp3f.z;
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#endif
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#endif
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#ifdef DO_COMPILE_STATE_WAVING_BLOCKS
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vec4 pos = vec4(a_position3f, 1.0);
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#ifdef COMPILE_NORMAL_ATTRIB
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float blockId = floor((a_normal4f.w + 1.0) * 127.0 + 0.5);
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#else
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float blockId = u_blockConstant1f;
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#endif
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#ifdef COMPILE_ENABLE_LIGHTMAP
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#ifdef COMPILE_LIGHTMAP_ATTRIB
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mat4x2 texMat4x2 = mat4x2(
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u_textureMat4f02[0].yw,
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u_textureMat4f02[1].yw,
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u_textureMat4f02[2].yw,
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u_textureMat4f02[3].yw
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);
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vec2 v_lightmapTmp2f = texMat4x2 * vec4(a_lightmap2f, 0.0, 1.0);
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v_lightmapTmp2f.x = v_lightmapTmp2f.x / v_lightmapTmp2f.y;
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#else
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vec2 v_lightmapTmp2f = vec2(u_textureCoords02.y, 0.0);
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#endif
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if(v_lightmapTmp2f.x > 0.33) {
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COMPUTE_WAVING_BLOCKS(pos, min(v_lightmapTmp2f.x * 3.0 - 1.0, 1.0), 24.0, blockId, u_modelMatrix4f, u_viewMatrix4f, u_modelviewProjMat4f, u_wavingBlockOffset3f, u_wavingBlockParam4f)
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}else {
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pos = u_modelviewProjMat4f * pos;
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}
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#else
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COMPUTE_WAVING_BLOCKS(pos, 1.0, 32.0, blockId, u_modelMatrix4f, u_viewMatrix4f, u_modelviewProjMat4f, u_wavingBlockOffset3f, u_wavingBlockParam4f)
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#endif
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gl_Position = pos;
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#else
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gl_Position = u_modelviewProjMat4f * vec4(a_position3f, 1.0);
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#endif
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}
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